When respawning, return to first waypoint with consistent time

This commit is contained in:
AJ Martinez 2023-09-22 19:54:22 -07:00
parent 958aa6bccb
commit cb5f3f5b69
3 changed files with 20 additions and 0 deletions

View file

@ -342,6 +342,8 @@ struct respawnvars_t
boolean manual; // Respawn coords were manually set, please respawn exactly there
boolean fromRingShooter; // Respawn was from Ring Shooter, don't allow E-Brake drop
boolean init;
boolean fast; // Deaths after long airtime can leave you far away from your first waypoint, speed over there!
fixed_t returnspeed; // Used for consistent timing for deathpoint-to-first-waypoint travel.
};
typedef enum

View file

@ -287,6 +287,8 @@ void K_DoIngameRespawn(player_t *player)
player->respawn.timer = RESPAWN_TIME;
player->respawn.state = RESPAWNST_MOVE;
player->respawn.init = true;
player->respawn.fast = true;
player->respawn.returnspeed = 0;
player->respawn.airtimer = player->airtime;
player->respawn.truedeath = !!(player->pflags & PF_FAULT);
@ -338,6 +340,7 @@ static void K_MovePlayerToRespawnPoint(player_t *player)
{
const int airCompensation = 128;
fixed_t realstepamt = (64 * mapobjectscale);
UINT32 returntime = TICRATE;
fixed_t stepamt;
vector3_t dest, step, laser;
@ -379,6 +382,14 @@ static void K_MovePlayerToRespawnPoint(player_t *player)
player->mo->z - dest.z
);
// Traveling from death location to first waypoint? Set speed to get there in a fixed time.
if (player->respawn.fast)
{
if (player->respawn.returnspeed == 0)
player->respawn.returnspeed = dist / returntime;
stepamt = player->respawn.returnspeed;
}
if (dist <= stepamt)
{
// Reduce by the amount we needed to get to this waypoint
@ -391,6 +402,9 @@ static void K_MovePlayerToRespawnPoint(player_t *player)
player->mo->z = dest.z;
P_SetThingPosition(player->mo);
// We are no longer traveling from death location to 1st waypoint, so use standard timings
player->respawn.fast = false;
// At the first valid waypoint, permit extra player control options.
player->respawn.init = false;

View file

@ -567,6 +567,8 @@ static void P_NetArchivePlayers(savebuffer_t *save)
WRITEUINT32(save->p, players[i].respawn.dropdash);
WRITEUINT8(save->p, players[i].respawn.truedeath);
WRITEUINT8(save->p, players[i].respawn.manual);
WRITEUINT8(save->p, players[i].respawn.fast);
WRITEUINT32(save->p, players[i].respawn.returnspeed);
// botvars_t
WRITEUINT8(save->p, players[i].bot);
@ -1043,6 +1045,8 @@ static void P_NetUnArchivePlayers(savebuffer_t *save)
players[i].respawn.dropdash = READUINT32(save->p);
players[i].respawn.truedeath = READUINT8(save->p);
players[i].respawn.manual = READUINT8(save->p);
players[i].respawn.fast = READUINT8(save->p);
players[i].respawn.returnspeed = READUINT32(save->p);
// botvars_t
players[i].bot = READUINT8(save->p);